AI tools were used internally to assist with text translation. All final text was reviewed and edited by humans. No AI-generated assets(art, audio, code) are included.
- Creator
- Kiichi
- Reviews
- -
- Added
- Sep 27, 2026
Public Steam disclosure research 25,508 disclosures tracked
Search developers’ Steam disclosures, compare classified AI use across games, and follow recorded changes. This index adds cross-game classifications and statistics to statements published on individual store pages.
Code help, debugging and other development work.
Capsule art, trailers and promotional material.
Pre-made art, audio, writing and other game assets.
Interactive or runtime AI features disclosed by the developer.
Groups reflect automatic analysis of public disclosures; mature records are excluded. These counts do not measure AI use across all of Steam. Missing or unclear statements cannot establish whether a game uses AI.
AI tools were used internally to assist with text translation. All final text was reviewed and edited by humans. No AI-generated assets(art, audio, code) are included.
AI was used to assist in creating the game thumbnail and a few elements on the store page, followed by additional manual editing.
The tower and building art began as 3D models made with AI tools and inside Blender. I edited many of them by hand, then turned them into pixel art with our own pipeline. The characters are drawn by hand in Aseprite. Some in-game text and the translations were written with AI assistance.
AI-Assisted Language Translation
Game uses AI for the game localization and marketing materials
カード絵柄等にAI生成画像を使用
All graphics in the game are hand-pixelled. The soundtrack was created with generative AI. Some images for the Steam store and library were expanded using AI to fit the required aspect ratios. No content is generated by AI during gameplay.
Generative AI was used to assist with English texts, localizations, and some pre-generated 3D character models, with all content manually reviewed and edited by the developer.
Ia was only used for create the main menu song and the main menu cover image.
I am a solo developer with no budget. This game (my first) has been a passion project of about two years. I have developed it in between work and life. During that time, I made the decision to use a text-to-speech program to generate some NPC dialogue. Someday I hope to be working with a budget; but for now, since I don't have one, I believe that my current solution delivers the best experience for the player.
Generative AI tools assisted with pre-generated artwork, including Steam store capsules and library images, and some localization text. The game does not generate AI content during play or connect to external AI services.
StageStar uses generative AI only to create fictional social media-style posts inside the game’s parody social platform. These AI-generated posts are used to make the game world feel more alive and reactive to the player’s career progress. The AI-generated content does not represent real people, real accounts, or real-world social media posts. It is fictional in-game content created for entertainment purposes only.
Generated Images and 3D Models
Part of the logic code and narrative descriptions have been refined with the help of generative AI.
PPP is designed, built and managed by a solo developer. AI tools were used to create the store capsule artwork and the in-game character portrait.
Texture, Materials, sounds
The developer uses generative AI during development for prototyping (placeholder models/assets), and some current store‑page marketing images are AI‑composed. No generative AI runs during gameplay.
Generative AI was used only to create artwork for the Steam store page and marketing materials. No generative AI is used in the game or during gameplay.
-Start and finish platform 3D model pre-generated -Some graphic elements related to the online store were created with the help of AI.
Generative AI was used to create three pre-generated images used in the game: the splash screen, loading screen, and main menu background. No other game content was generated using AI, and the game does not generate AI content during gameplay.
Pre-generated AI was used to assist in creating the game's logo, some 2D UI elements (HUD icons), and the background music for the promotional teaser (using Soundraw). The game's code, 3D assets, core mechanics, and level design are developed without generative AI.
During development we used generative AI tools to create some of the game's 2D artwork and a portion of its 3D models, as well as some store page marketing artwork. All AI-assisted assets were reviewed, edited, and finalized by our team. The game does not generate AI content at runtime.
AI was used to make some of the images used in the UI.
Dawn of Irkalla includes pre-generated AI-assisted content used during development, including some 3D models, images, and code assistance. The game's level design, story, lore, gameplay, music, and many other assets were created by us or sourced from licensed third parties.
Generative AI tools were used to during development to assist with game code, content, and materials. The game contains no live generative AI interactions and does not generate content during gameplay.
The game's 2D artwork (characters, environments, and title lettering) and music were created with the assistance of generative AI tools, then curated, edited, and animated by the developer. All AI-assisted content is pre-rendered; nothing is generated by AI while you play.
AI-assisted tools were used throughout development.
AI tools were used to assist in the creation of store Assets
Generative AI tools were used during development to create images, textures, 3D models and music, and to assist with translations. This content is prepared in advance. The game does not generate AI content during gameplay or connect to external AI services.
Spirestorm uses pre-generated AI-assisted artwork for characters, enemies, environments, interface illustrations, and promotional images. These assets were selected, edited, animated, and integrated during development. No AI content is generated during gameplay.
Generative AI assisted the creation of scientific illustrations, scientist portraits, felt textures, card-pack art, text and translations. These are fixed assets included in the game. There is no live AI generation during play.
This game contains content created with the assistance of AI tools. AI was used during development to assist with programming, visual assets, and other creative elements. All generated content was reviewed, edited, and integrated by the dev.
AI tools were used in the creation of some of the game's artwork. All AI-generated assets were subsequently reviewed, edited, and refined by me or a family member before being incorporated into the game. No AI-generated content was added to the game without prior human review and editing.
Generative AI tools were used during development to create some visual assets, including card and encounter illustrations, the game icon, and certain visual effects, as well as music and some sound effects. AI tools also assisted with in-game text, localization, and store-page copy. This content is prepared before release. The game does not use generative AI to create content during gameplay.
The game includes pre-generated sound effects created with generative AI. Some store and promotional artwork was also created with AI tools. No content is generated by AI during gameplay.
Some art and promotional assets were created with the help of AI tools, and AI assisted the developer during coding.
Generative AI was used for pre-generated Steam store promotional artwork, library artwork, and application icons. No AI content is generated during gameplay, and the game does not connect to external AI services.
Spirit Gems features artwork developed with generative AI.
Generative AI was used during development and in the creation of sound and some artwork.
Generative AI was used for pre-generated artwork, including character portraits, key art, cards, Jokers and decorative interface artwork, and assisted portions of game text and localization. Assets are selected and integrated during development. No AI content is generated during gameplay, and the game does not connect to external AI services.
Garden Diary uses generative AI in these places, all reviewed and edited by me: • Code - written with an AI coding assistant. • Text - the interface text, hints and the game's written lines were drafted with AI help and edited by hand. This store description was written the same way. • Interface icons- the small line glyphs are hand-authored SVG produced with the same assistant. No AI-generated 3D art, textures, voice or music. Every 3D asset comes from licensed, human-made packs; the fonts are open-licensed human work; the wind, crickets, bells and lullaby are synthesised by the game's own audio code, and the rain is a licensed recording.
Some game assets and store promotional artwork were created with generative AI before release. The game does not generate AI content during gameplay or connect to external AI services.
Some of the artwork in this game was created with the assistance of generative AI tools. This includes character and enemy models, visual effects, skill icons, and key art. All generated material was reviewed, edited, and integrated by the developer. No AI-generated content is produced while the game is running.
Pre-generated AI was used to create background music with Suno, localized in-game text for supported languages, and artwork for the Steam store page, library assets, and other marketing materials. No AI-generated images are used during gameplay. All AI-generated content is created before release and does not change during play. The game does not use live-generated AI.
Generative AI tools were used during development to assist with selected visual and promotional assets, as well as localization. All AI-assisted content is reviewed, edited, and curated by the developer before being included in the game or store materials. KEYLINGS does not generate AI content during gameplay and does not connect to external AI services.
Generative AI tools were used selectively during development to assist with certain text, data and visual workflows. Baseline Basketball Manager is developer-directed, with its gameplay systems, simulation logic, balancing and final content curated by the developer. The game does not generate AI content during gameplay.
Generative AI tools were used in the following areas of this game's development. ■ Visual assets Image generation AI was used to create some 2D visual assets, including backgrounds, card artwork, and UI elements. These images are included in the game as fixed assets. ■ Music The background music was created using Suno, an AI music generation tool. ■ Voice assets The included female voice assets were created using audio generation AI. The male voice assets are pre-existing recordings provided by T-Sta. ■ Text and translation Generative AI assisted with writing and translation for some in-game text and the store page description. ■ Program code AI coding assistance tools were used for part of the implementation work. ■ Other assets Sound effects are pre-existing audio assets provided by Soundeffect Lab, Kurage Kosho, T-Sta, and DOVA-SYNDROME. The font is Zen Kaku Gothic New, provided under the SIL Open Font License. ■ No live generation All AI-generated content described above was created in advance during development. The game does not use generative AI to create new images, music, voices, or dialogue during gameplay.
Generative AI tools were used during development to assist with debugging. AI-assisted content included in the final game was reviewed and edited by the developer. No content is generated by AI during gameplay.
Shogi: Magic & Mischief was developed with the assistance of generative AI tools in the following areas. ■ Illustrations and images Generative AI was used to create 2D visual assets, including character portraits, backgrounds, title illustrations, and other game and promotional artwork. The developer directed the visual concepts, character designs, composition, and colors, and selected the images for inclusion, with editing, cropping, and compositing where needed. ■ Music Background music was created using music generation AI. The developer defined the intended mood, generated candidates, and selected and edited tracks for the game. ■ Voices The male voice assets are pre-existing human-recorded audio from T-Sta. The female voice assets were created using audio generation AI and selected and edited by the developer. These descriptions refer to the voice asset sets, rather than the gender of every character using them. ■ Text AI writing assistance was used to draft or revise some character descriptions and store-page text, including English promotional text. The developer determines the final wording. ■ Program code AI coding assistance tools were used during implementation, debugging, and testing. ■ Non-AI assets Sound effects are pre-existing human-created audio assets from providers including Soundeffect Lab, Kurage Kosho, T-Sta, and DOVA-SYNDROME, rather than AI-generated sound effects. The game uses the fonts Zen Kaku Gothic New and Shippori Mincho, distributed under the SIL Open Font License 1.1. ■ How AI is used Generative AI is used during development, not to generate new artwork, music, voices, or dialogue during gameplay. The computer-controlled shogi opponents use game logic and move-search algorithms; they are separate from the generative AI tools used to develop the game. ■ Developer responsibility The developer is responsible for the content included in the game, reviewing it for inappropriate or potentially infringing material, and checking the applicable licenses and terms of use for third-party assets and AI tools.
The game contains voice over generated with AI tools. This was done to protect the privacy of the creators.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Chrona & Sirona In-game content text | AI tools were used internally to assist with text translation. All final text was reviewed and edited by humans.
No AI-generated assets(art, audio, code) are included. | Kiichi | - | Sep 27, 2026 | |
Aqua Factory Simulator Store/marketing arttext | AI was used to assist in creating the game thumbnail and a few elements on the store page, followed by additional manual editing. | Bewolba Studios | - | Sep 27, 2026 | |
Break Of Dawn In-game content arttext | The tower and building art began as 3D models made with AI tools and inside Blender. I edited many of them by hand, then turned them into pixel art with our own pipeline. The characters are drawn by hand in Aseprite. Some in-game text and the translations were written with AI assistance. | Kalyx Games | - | Sep 27, 2026 | |
Stackers In-game content text | AI-Assisted Language Translation | Maxbong | - | Sep 27, 2026 | |
Increwar In-game content textart | Game uses AI for the game localization and marketing materials | SoftwareLlama | - | Sep 27, 2026 | |
ももあわせ Store/marketing art | カード絵柄等にAI生成画像を使用 | あさちゃん Games | - | Sep 27, 2026 | |
Ostfriesland Games In-game content audioart | All graphics in the game are hand-pixelled. The soundtrack was created with generative AI. Some images for the Steam store and library were expanded using AI to fit the required aspect ratios. No content is generated by AI during gameplay. | m01n studios | - | Sep 27, 2026 | |
Panelka Idle In-game content textart | Generative AI was used to assist with English texts, localizations, and some pre-generated 3D character models, with all content manually reviewed and edited by the developer. | Glitchplay | - | Sep 27, 2026 | |
Hack And Slash Fury 2: Lancelot Betrayal In-game content audioart | Ia was only used for create the main menu song and the main menu cover image. | juan_poder_azure | - | Sep 27, 2026 | |
IVORY In-game content audio | I am a solo developer with no budget. This game (my first) has been a passion project of about two years. I have developed it in between work and life. During that time, I made the decision to use a text-to-speech program to generate some NPC dialogue. Someday I hope to be working with a budget; but for now, since I don't have one, I believe that my current solution delivers the best experience for the player. | Taalon Games, LLC. | - | Sep 27, 2026 | |
MirrorBullet Store/marketing arttext | Generative AI tools assisted with pre-generated artwork, including Steam store capsules and library images, and some localization text. The game does not generate AI content during play or connect to external AI services. | Ark | - | Sep 27, 2026 | |
StageStar In-game content text | StageStar uses generative AI only to create fictional social media-style posts inside the game’s parody social platform. These AI-generated posts are used to make the game world feel more alive and reactive to the player’s career progress.
The AI-generated content does not represent real people, real accounts, or real-world social media posts. It is fictional in-game content created for entertainment purposes only. | Edmond Szabo | - | Sep 27, 2026 | |
Hell's Kitchen Unclear art | Generated Images and 3D Models | Aorlinn Games | - | Sep 26, 2026 | |
PYTHON:KINGDOM WARS Dev only codetext | Part of the logic code and narrative descriptions have been refined with the help of generative AI. | NULL. | - | Sep 26, 2026 | |
Perimeter, Paint & Process In-game content art | PPP is designed, built and managed by a solo developer. AI tools were used to create the store capsule artwork and the in-game character portrait. | Level Process Studios | - | Sep 26, 2026 | |
Clinical Memory Unclear artaudio | Texture, Materials, sounds | Zazuna Team | - | Sep 26, 2026 | |
Astral Inc. Store/marketing art | The developer uses generative AI during development for prototyping (placeholder models/assets), and some current store‑page marketing images are AI‑composed. No generative AI runs during gameplay. | adamjr | - | Sep 26, 2026 | |
Space Tanks Store/marketing art | Generative AI was used only to create artwork for the Steam store page and marketing materials. No generative AI is used in the game or during gameplay. | Black Blowfish Software Labs | - | Sep 26, 2026 | |
Two Minds One Car Store/marketing art | -Start and finish platform 3D model pre-generated
-Some graphic elements related to the online store were created with the help of AI. | Schallerino | - | Sep 26, 2026 | |
Nova Origin In-game content art | Generative AI was used to create three pre-generated images used in the game: the splash screen, loading screen, and main menu background. No other game content was generated using AI, and the game does not generate AI content during gameplay. | ZapNova Games | - | Sep 26, 2026 | |
Hextinction: Tower Defense In-game content artaudio | Pre-generated AI was used to assist in creating the game's logo, some 2D UI elements (HUD icons), and the background music for the promotional teaser (using Soundraw). The game's code, 3D assets, core mechanics, and level design are developed without generative AI. | A2L Games | - | Sep 26, 2026 | |
Ghost Hunter In-game content art | During development we used generative AI tools to create some of the game's 2D
artwork and a portion of its 3D models, as well as some store page marketing
artwork. All AI-assisted assets were reviewed, edited, and finalized by our team.
The game does not generate AI content at runtime. | Tricky Spirit | - | Sep 26, 2026 | |
Arbiter In-game content art | AI was used to make some of the images used in the UI. | Tyro, LLC | - | Sep 26, 2026 | |
Dawn of Irkalla Dev only artcode | Dawn of Irkalla includes pre-generated AI-assisted content used during development, including some 3D models, images, and code assistance. The game's level design, story, lore, gameplay, music, and many other assets were created by us or sourced from licensed third parties. | GreenMind Media Inc | - | Sep 26, 2026 | |
Entity Unknown In-game content arttextcode | Generative AI tools were used to during development to assist with game code, content, and materials. The game contains no live generative AI interactions and does not generate content during gameplay. | Blackbox Interactive | - | Sep 25, 2026 | |
Tic Tac&Toe In-game content artaudio | The game's 2D artwork (characters, environments, and title lettering) and music were created with the assistance of generative AI tools, then curated, edited, and animated by the developer. All AI-assisted content is pre-rendered; nothing is generated by AI while you play. | Sidekick Studio | - | Sep 25, 2026 | |
Seashell Hoarder Unclear | AI-assisted tools were used throughout development. | Zirve Games | - | Sep 25, 2026 | |
CHAMBER 13 Store/marketing art | AI tools were used to assist in the creation of store Assets | DNA ARMY GAMING | - | Sep 25, 2026 | |
Formula Minus One In-game content artaudiotext | Generative AI tools were used during development to create images, textures, 3D models and music, and to assist with translations. This content is prepared in advance. The game does not generate AI content during gameplay or connect to external AI services. | Moisés Cabello | - | Sep 25, 2026 | |
Spirestorm In-game content art | Spirestorm uses pre-generated AI-assisted artwork for characters, enemies, environments, interface illustrations, and promotional images. These assets were selected, edited, animated, and integrated during development. No AI content is generated during gameplay. | nextgenrungames | - | Sep 25, 2026 | |
AXIOMA In-game content arttext | Generative AI assisted the creation of scientific illustrations, scientist portraits, felt textures, card-pack art, text and translations. These are fixed assets included in the game. There is no live AI generation during play. | Quanta — Private Tutoring | - | Sep 25, 2026 | |
Tsukumo SNAP! In-game content artcode | This game contains content created with the assistance of AI tools. AI was used during development to assist with programming, visual assets, and other creative elements. All generated content was reviewed, edited, and integrated by the dev. | ISEKAI Games | - | Sep 25, 2026 | |
IWA Fighting Adventure In-game content art | AI tools were used in the creation of some of the game's artwork. All AI-generated assets were subsequently reviewed, edited, and refined by me or a family member before being incorporated into the game.
No AI-generated content was added to the game without prior human review and editing. | vito74m (A100N) | - | Sep 25, 2026 | |
Stancefolio In-game content artaudiotext | Generative AI tools were used during development to create some visual assets, including card and encounter illustrations, the game icon, and certain visual effects, as well as music and some sound effects. AI tools also assisted with in-game text, localization, and store-page copy. This content is prepared before release. The game does not use generative AI to create content during gameplay. | TarasFreund | - | Sep 25, 2026 | |
MOLD-09 In-game content audioart | The game includes pre-generated sound effects created with generative AI. Some store and promotional artwork was also created with AI tools. No content is generated by AI during gameplay. | Hatred Engine | - | Sep 25, 2026 | |
Letters from the Springs Store/marketing artcode | Some art and promotional assets were created with the help of AI tools, and AI assisted the developer during coding. | Soda Elephant Studio | - | Sep 25, 2026 | |
Ant Colony Idle Store/marketing art | Generative AI was used for pre-generated Steam store promotional artwork, library artwork, and application icons. No AI content is generated during gameplay, and the game does not connect to external AI services. | LiliVale | - | Sep 25, 2026 | |
Spirit Gems In-game content art | Spirit Gems features artwork developed with generative AI. | Recoil Mojo | - | Sep 25, 2026 | |
Brumel: Fantasy Presidential Race In-game content audioart | Generative AI was used during development and in the creation of sound and some artwork. | SECHAN BARAM | - | Sep 25, 2026 | |
A Table of Liars In-game content arttext | Generative AI was used for pre-generated artwork, including character portraits, key art, cards, Jokers and decorative interface artwork, and assisted portions of game text and localization. Assets are selected and integrated during development. No AI content is generated during gameplay, and the game does not connect to external AI services. | Aulenor | - | Sep 25, 2026 | |
Garden Diary In-game content arttextcode | Garden Diary uses generative AI in these places, all reviewed and edited by me:
• Code - written with an AI coding assistant.
• Text - the interface text, hints and the game's written lines were drafted with AI help and edited by hand. This store description was written the same way.
• Interface icons- the small line glyphs are hand-authored SVG produced with the same assistant.
No AI-generated 3D art, textures, voice or music. Every 3D asset comes from licensed, human-made packs; the fonts are open-licensed human work; the wind, crickets, bells and lullaby are synthesised by the game's own audio code, and the rain is a licensed recording. | MMageGangsta | - | Sep 25, 2026 | |
Trump please calm down In-game content art | Some game assets and store promotional artwork were created with generative AI before release. The game does not generate AI content during gameplay or connect to external AI services. | 烟雨平生 | - | Sep 25, 2026 | |
Tower of Hyakki In-game content art | Some of the artwork in this game was created with the assistance of generative AI tools. This includes character and enemy models, visual effects, skill icons, and key art. All generated material was reviewed, edited, and integrated by the developer. No AI-generated content is produced while the game is running. | SANO_ISAO | - | Sep 25, 2026 | |
Flamebound Tactics In-game content audiotextart | Pre-generated AI was used to create background music with Suno, localized in-game text for supported languages, and artwork for the Steam store page, library assets, and other marketing materials. No AI-generated images are used during gameplay. All AI-generated content is created before release and does not change during play. The game does not use live-generated AI. | Yareyare | - | Sep 25, 2026 | |
KEYLINGS In-game content arttext | Generative AI tools were used during development to assist with selected visual and promotional assets, as well as localization. All AI-assisted content is reviewed, edited, and curated by the developer before being included in the game or store materials. KEYLINGS does not generate AI content during gameplay and does not connect to external AI services. | ZAKO GAMES | - | Sep 25, 2026 | |
Baseline Basketball Manager 27 Dev only textart | Generative AI tools were used selectively during development to assist with certain text, data and visual workflows. Baseline Basketball Manager is developer-directed, with its gameplay systems, simulation logic, balancing and final content curated by the developer. The game does not generate AI content during gameplay. | Baseline Basketball Manager | - | Sep 25, 2026 | |
Mischief! Magic Poker & More In-game content artaudiotextcode | Generative AI tools were used in the following areas of this game's development.
■ Visual assets
Image generation AI was used to create some 2D visual assets, including backgrounds, card artwork, and UI elements. These images are included in the game as fixed assets.
■ Music
The background music was created using Suno, an AI music generation tool.
■ Voice assets
The included female voice assets were created using audio generation AI. The male voice assets are pre-existing recordings provided by T-Sta.
■ Text and translation
Generative AI assisted with writing and translation for some in-game text and the store page description.
■ Program code
AI coding assistance tools were used for part of the implementation work.
■ Other assets
Sound effects are pre-existing audio assets provided by Soundeffect Lab, Kurage Kosho, T-Sta, and DOVA-SYNDROME. The font is Zen Kaku Gothic New, provided under the SIL Open Font License.
■ No live generation
All AI-generated content described above was created in advance during development. The game does not use generative AI to create new images, music, voices, or dialogue during gameplay. | Miyadaiku | - | Sep 25, 2026 | |
SOOT Dev only | Generative AI tools were used during development to assist with debugging. AI-assisted content included in the final game was reviewed and edited by the developer. No content is generated by AI during gameplay. | GR0GZ_GAMES | - | Sep 25, 2026 | |
Shogi: Magic & Mischief In-game content artaudiotextcode | Shogi: Magic & Mischief was developed with the assistance of generative AI tools in the following areas.
■ Illustrations and images
Generative AI was used to create 2D visual assets, including character portraits, backgrounds, title illustrations, and other game and promotional artwork. The developer directed the visual concepts, character designs, composition, and colors, and selected the images for inclusion, with editing, cropping, and compositing where needed.
■ Music
Background music was created using music generation AI. The developer defined the intended mood, generated candidates, and selected and edited tracks for the game.
■ Voices
The male voice assets are pre-existing human-recorded audio from T-Sta. The female voice assets were created using audio generation AI and selected and edited by the developer. These descriptions refer to the voice asset sets, rather than the gender of every character using them.
■ Text
AI writing assistance was used to draft or revise some character descriptions and store-page text, including English promotional text. The developer determines the final wording.
■ Program code
AI coding assistance tools were used during implementation, debugging, and testing.
■ Non-AI assets
Sound effects are pre-existing human-created audio assets from providers including Soundeffect Lab, Kurage Kosho, T-Sta, and DOVA-SYNDROME, rather than AI-generated sound effects. The game uses the fonts Zen Kaku Gothic New and Shippori Mincho, distributed under the SIL Open Font License 1.1.
■ How AI is used
Generative AI is used during development, not to generate new artwork, music, voices, or dialogue during gameplay. The computer-controlled shogi opponents use game logic and move-search algorithms; they are separate from the generative AI tools used to develop the game.
■ Developer responsibility
The developer is responsible for the content included in the game, reviewing it for inappropriate or potentially infringing material, and checking the applicable licenses and terms of use for third-party assets and AI tools. | Miyadaiku | - | Sep 25, 2026 | |
Leikkaus In-game content audio | The game contains voice over generated with AI tools. This was done to protect the privacy of the creators. | Leikkaus Team | - | Sep 25, 2026 |